The Sons of Mithra

By Michael Chang Gummelt and Holly Gummelt

Introduction

This is a Chess variant that my sister and I developed around 1992
while on a family vacation. It uses a 10x10 board and each side has 13
unique types of pieces (20 in total). I later got a job as a computer game
programmer so a couple years ago a friend and I wrote a computer Fantasy
Chess game (for Windows). I'm still trying to get a physical wood board and
set made (my sister and I played on a posterboard chess board with clay
pieces we made), but the computer version is pretty cool.

If you don't feel like wading through the rules below, the computer version
will show all the pieces' possible moves by placing the mouse over them.

Board and Setup

Light

Leader (L): e10

Wyrm (W): f10

Berzerker (B): a10

Teleporter (T): b10

Ranger (R): c10

Flyer (F): d10

Assassin (A): g10

Marauder (M): h10

Possessor (P): i10

Spectre (S): j10

Guardian (G): e9

Exploder (E): f9

Hatchlings (h1-8): a9 b9 c9 d9 g9 h9 i9 j9

Dark

Leader (L): f1

Wyrm (W): e1

Berzerker (B): j1

Teleporter (T): i1

Ranger (R): h1

Flyer (F): g1

Assassin (A): d1

Marauder (M): c1

Possessor (P): b1

Spectre (S): a1

Guardian (G): f2

Exploder (E): e2

Hatchlings (h1-8): a2 b2 c2 d2 g2 h2 i2 j2

Rules

The rules of The Sons of Mithras generally follow the rules of
usual Western Chess. Victory
is by capturing the opposing Leader. The Dark player always goes
first.

Pieces

There are 13 different piece types per team.
The pieces are described in the order they occupy from left to right
at the top of the board (Light side), or from right to left on the
bottom of the board (Dark side).

Berzerker - Moves like a Rook except that it can only
move to capture. The Berzerker can move twice in one turn, capturing
both times. It may capture friendly as well as opposing pieces.

Teleporter - Can teleport to any open space. It can also swap
with any back-row piece (i.e., not Hatchlings, Exploders or Guardians).
When there is only one Hatchling left, it can swap with it (to make it
easier to get back a Wyrm). As an attacker, it is very limited, can only
attack one square vertically and horizontally. The Teleporter is excellent
for positioning pieces quickly and for getting the leader out of danger.

Ranger - Can attack from a distance. This piece can attack
diagonally from up to 4 squares away. It will capture the target piece
and stay on the square it was in. If it needs to move, it can move
diagonally up to 3 spaces, but cannot capture while moving. It can
either capture or move, not both.

Flier - Can fly over other pieces. It moves horizontally and
vertically and can change direction any number of times (it cannot change
directions back the way it came). However, since it must take off and land,
it MUST fly exactly three spaces.

Leader -- like the usual Chess King, don't lose him. The
Leader moves and captures like a Chess King as well -- one square
in any direction. Once per game your Leader as its move can command
one of your opponent's pieces to move as you wish, as long as the move
is legal and no pieces are captured or destroyed. Note that checks
are not announced and you are allowed to put you Leader in danger
(However, in the computer version, you are not allowed to put
your Leader in check). You can fortify (like castling) with the two
pieces at either end if the Leader and the other piece have not moved
yet -- the Leader moves three spaces toward the Spectre or Berzerker,
which leaps to the far side. You can also swap with the Teleporter to
get out of check.

Wyrm - A Phoenix for the Dark side, a Green Dragon for the
Light. The Wyrm moves like a usual Chess Queen (any distance
diagonally or orthogonally), except when it is captured, another one
hatches from the Hatchlings (Pawns). It will hatch at the lowest
numbered Hatchling. Note that this is automatic and takes up your
next turn. Also note that if the square that that Hatchling occupies
is attacked by an opposing piece, the Wyrm will not hatch and you will
have lost it forever. (Or at least until one of your Hatchlings
reaches the other side of the board and hatches - like Pawn
promotion).

Assassin - The Assassin is a sneaky piece. It can move
diagonally up to three spaces and change directions any number of
times (it cannot change directions back the way it came). It is
excellent for getting around obstacles and is a very good mid-board
piece since it covers a good area (especially when combined with the
Flier).

Marauder - This piece is like a
Reflecting Bishop.
It can move diagonally any number of squares and reflects off the
side of the board. This makes it an excellent piece to use if you
want to get to the other side of the board quickly or surreptitiously
threaten a far-away piece. It can also move (without capturing ) one
space horizontally or vertically to put itself on a different diagonal.

Possessor - A very powerful piece, the possessor can move two
spaces in any direction and change direction (it cannot change directions
back the way it came). This gives it excellent coverage. When it attacks,
it doesn't capture the piece, but rather takes it over: the Possessor
is removed from the board, and the piece attacked is now under the control
of the player who had moved the Possessor. The exceptions to
this are that they simply capture another Possessor or any front-row piece
(they are mindless and cannot be possessed). You cannot un-possess.
Note that if a possessed Wyrm is killed and a new one hatches, the new Wyrm
will not be possessed. Also note that a possessed piece retains its
characteristics and abilities when possessed, it is simply under the enemy's
control. This means, for example, that if you were to possess the enemy
Spectre, you would now have a piece that can pass through all of the enemy's
pieces (which could be very, very handy)!

Spectre - Moves like a Rook, but it can move through its own pieces
(except the Leader and Guardian). A very good defensive piece.

The following pieces are the front row pieces. They may not be possessed.

Hatchlings - like Pawns in usual Chess, except they can move up to
three spaces on their first move, not just two. Hatchlings are numbered
from one to eight. The lowest-numbered Hatchling still on the board
automatically hatches into a Wyrm when that side's Wyrm is captured,unless
it's on an attacked square. There is no en passant capture. Upon
reaching the opponent's back row, a Hatchling promotes to a Berzerker,
Teleporter, Ranger, Flier, Assassin, Marauder, Possessor, Spectre, or, if
the player has none in play, a Wyrm. Promotion to a Wrym is required when
possible.

Guardian - The Guardian is the Leader's protector piece. It moves
just like a Queen but cannot capture or be captured. Also, no piece can
fly over it, through it, etc.

Exploder - The Exploder is the Wyrm's protector piece. As its name
indicates, it can explode. When it does so, it captures every
diagonally or orthogonally adjacent piece -- except for the indestructable
Guardians -- including pieces on its own side!!!
It can capture normally, but if it does so, it is removed as well (having used up
its energy). Conversely, if it is attacked, it takes its attacker with it.
The only exception to this is the Ranger - since he can attack from a distance,
he just makes the Exploder explode when he shoots it. The Exploder moves one
step in any direction, like a King.

Piece Values

Leader

20

Wyrm

10

Assassin

8

Possessor

8

Flier

7

Berzerker

7

Ranger

6

Spectre

6

Teleporter

5

Marauder

5

Exploder

3

Hatchling

1

Guardian

0

Strategies

Here are some very basic strategies Ive discovered while playing Sons of
Mithra. Im sure there are many more to discover

Berzerker-Teleporter Combo

In endgame, when trying to pin down the King, the Berzerker-Teleporter combination
is particularly useful. Since the Berzerker needs to capture a piece in order to
change direction, the Teleporter can position itself at the cross-section between
the Berzerker and the enemy Leader. Often you can then swap the Berzerker and
Teleporter when the Leader moves to evade, eventually herding the fleeing Leader
into a trap or a better position for the aggressor.

Possessing a Spectre

Possessing the enemy Spectre is extremely desirable as you gain a piece that can
move through all of the enemy pieces (aside from the Guardian and the Leader).

Ranger vs. Exploder

As the Exploder has a great natural defense (when attacked, it captures the attacker
when it is captured), it is best to take it out at long range. The only piece
capable of this is the Ranger. Note, though, that since the Exploder has no piece to
take with it when it dies, it explodes. This can be very useful if you manage to kill
the Exploder with your Ranger while the Exploder is in the middle of a few of its own
pieces.

Flier-Teleporter Back Rank Mate

When the enemy Leader is hiding on their back rank behind some Hatchlings that have not
moved from their start positions, there is a good strategy for checkmating the Leader.
Have your Flier land in the back rank two spaces from the Leader. This will not
directly threaten the Leader, but it pins him down as it will not allow him to move to
either side (both spots are threatened by the Flier). Then just teleport in the Teleporter
into either of those spots beside the Leader and its checkmate.

Single-Piece Checkmates

Because of the nature of their attack coverage, the Possessor and Exploder are the only two
pieces that can mate the enemy Leader themselves.

Preventing Wyrm Return

When you take the enemy Wyrm, leave your attacking piece in a position such that the next
hatchling or her Leader is attacked. These are sometimes hard to see coming (the move you
make to take the Wyrm can open up a route to another of your pieces or may capture more than
one piece or the piece that takes the Wyrm may end up endangering the Hatchling or Leader).

Mid-Board Domination

A quick way to take control of a large area of the mid-board is to place an Assassin and a
Flier in diagonally adjacent squares in the middle of the board or in orthogonally aligned
spaces 1 space apart (one empty space between them vertically or horizontally). The Assassin
and Fliers coverage patterns will create a huge area of domination. If placed diagonally,
the Assassin will also protect the Flier, but the Flier will need its own protection. The
major fault with this is that so much of your power is relying on these two pieces and can
easily be taken from you in one move. It is faster to set up than advancing your hatchlings,
but easier to bring down. It also ties up two very useful pieces in the middle of the board.

Computer Play

A standalone Windows computer program has been written for this game. You can find it
here: